My experience from playing on TSNP servers so far is that you're basically wading in ammo boxes and bags around flags and other areas where players congregate, to the degree that if you need health it can be tricky to pick out a health pack icon among all the ammo icons. Support seems to be really popular at the moment, while medics are in short supply.

If this keeps up then overcharging your ammo supply should be pretty easy.

The changes definitely are on the absurd side, probably to test this stuff out, but they could have gone the other way to sell their new system. Why not give the AT stuff more killing power and do adjustments from there?

It might even work on the CTE, because this is where the dedicated people are, symthic people, youtubers, generally the guys that have a clue about the game. I do not see this working as intended on public servers either. The CTE thing really is a preview server for the diehard fans after all.

@SPectacle

This is true, however mostly it is Frontline with few vehicle threats and a clear front and LOS on the target. If the dedicated assaults need to locate a crate after every couple of shots it creates a downtime which is only helping the tank. If the tank also manages to stay alive by repairs or misses or relocation, killing assaults he passively get stronger.
To offset this you would not only need the supports who drop the ammo boxes for themselves and that the people happen to walk over coincidently, but the support has to actively put the boxes of which he has only two into places with LOS on the target and where Assaults engage it. That does require a bit of situational awareness and dedication.

My experience from playing on TSNP servers so far is that you're basically wading in ammo boxes and bags around flags and other areas where players congregate, to the degree that if you need health it can be tricky to pick out a health pack icon among all the ammo icons. Support seems to be really popular at the moment, while medics are in short supply.

If this keeps up then overcharging your ammo supply should be pretty easy.

Vaux and Verdun absolutely. Definitely not Rupture. And absolutely 100% not a whole slew of vanilla maps.

The changes definitely are on the absurd side, probably to test this stuff out, but they could have gone the other way to sell their new system. Why not give the AT stuff more killing power and do adjustments from there?

It might even work on the CTE, because this is where the dedicated people are, symthic people, youtubers, generally the guys that have a clue about the game. I do not see this working as intended on public servers either. The CTE thing really is a preview server for the diehard fans after all.

I think my perspective is more that their new system is 100% going to push asymmetric fights like AT combat to the extreme because the system is designed to generate extremes.

The extremes are: you don't have enough ammo to do anything. Or that you're drowning in gadget ammo.

The old system is at least flat in the sense you balance damage output versus ease of landing hits vs survivability during use.

But now you've got to balance those factors plus worst/best cases resulting from the vagueries of ammo resupply.

The RG is a tricky gadget for eg. It's extremely easy to hit with it, but overall makes you fairly vunerable to counter fire from the tank as well as opportunistic snipers. The usual result is that you don't empty your full load most of the time. Ammo 2.0 is going to penalize you for that for....reasons?

We're 6 months into a game with a lifespan of roughly 2 years, with player counts badly sagged on what has traditionally been a very strong PC title, and TSNP hasn't bolstered the numbers. What the hell are they thinking dumping new highly prototypical systems of byzantine complexity. They need to deliver on fun. BF1 seems short on that for a lot of people.

I can venture an obvious guess: even MORE ammo with an even BIGGER magazine. Other than that, no idea. :v

Also,

@Oscar

I believe the Rocket Gun's impact damage range against heavy armor is 12-17. I know for certain that 17 is the max because that's the value I consistently get when scoring 90Â° hits on heavy armor. I associate this because I have a blue hit-mark indicator for headshots (which is essentially a critical/ max damage/ highest damage multiplier hit) and that translates over to vehicle damage as well. With that in mind, a 12-17 impact range increased by 16.7% will yield a 14-20 impact range (rounding up). However, it could be true that you DO, in fact, play a different version of BF1 than the rest of us haha. :p

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho

Whatever it is, it's a new and unique variant, so it's some combo we've never seen before. It could be Suppressive without optics (Bipod, more ammo). The 20-round stick mag is a nice thought, but would require new models and animations. Seeing as the drum is actually supposed to hold 160 rounds, they can easily give it well, any other amount up to that and handwave it.

Regardless of what exactly it is, I'm happy they've found something more interesting than Trench/Factory/Storm (rather similar), and the other three new weapons sound amazing, especially the Luger Sniper and Huot Optical. The Luger is definitely going to be my go-to ranged Medic weapon, opposite the Rem 8 .35 Factory for closer and more aggressive work.

Yeah, I had not thought about this. Ah and also the drum magazine was indeed supposed to be used in prone fire. While the standard 20 magazine was standard SMG. Obviously the Hellriegel must have been very heavy with a drum.